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Which D&D for Hometown Heroes?
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<blockquote data-quote="payn" data-source="post: 9870888" data-attributes="member: 90374"><p>My old stand by and fantasy favorite 3E/PF1 is the answer. A plethora of character options, but also tons of sub-systems to make cities sing. 3E DMG II is esentially a two in one sandbox campaign tool kit and a city builder. Paizo's Ultimate Intrigue adds social mechanics to make the game open up beyond dungeon crawling. Paizo APs have many urban adventures included in Council of Thieves, Curse of the Crimson Throne, and war for the Crown ripe for the taking. </p><p></p><p>I ditched XP for milestone 15 years ago and never looked back. I am a fan of E6 (maybe E8 in PF) which keeps the game centered on the sweet spot. So, I wouldn't be in any hurry to blast the PCs into the upper levels. Otherwise, advancement is not unlike any other campaign.</p><p></p><p>What does make a city HQ campaign different is how the adventures come to the PCs instead of the other way around. I tend to rely on factions more than BBEGs. Working against one faction gives you allies in another. As the power dynamics shift, so does the adventures. The adventures themselves are more about solving mysteries, uncovering conspiracies, and fingering those responsible. Sometimes, the attack even comes to the PCs and their quarters. A fun turnabout of usual campaign play.</p></blockquote><p></p>
[QUOTE="payn, post: 9870888, member: 90374"] My old stand by and fantasy favorite 3E/PF1 is the answer. A plethora of character options, but also tons of sub-systems to make cities sing. 3E DMG II is esentially a two in one sandbox campaign tool kit and a city builder. Paizo's Ultimate Intrigue adds social mechanics to make the game open up beyond dungeon crawling. Paizo APs have many urban adventures included in Council of Thieves, Curse of the Crimson Throne, and war for the Crown ripe for the taking. I ditched XP for milestone 15 years ago and never looked back. I am a fan of E6 (maybe E8 in PF) which keeps the game centered on the sweet spot. So, I wouldn't be in any hurry to blast the PCs into the upper levels. Otherwise, advancement is not unlike any other campaign. What does make a city HQ campaign different is how the adventures come to the PCs instead of the other way around. I tend to rely on factions more than BBEGs. Working against one faction gives you allies in another. As the power dynamics shift, so does the adventures. The adventures themselves are more about solving mysteries, uncovering conspiracies, and fingering those responsible. Sometimes, the attack even comes to the PCs and their quarters. A fun turnabout of usual campaign play. [/QUOTE]
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